Thought I'd start a thread for this one since I'll definitely be playing it. As I write this, it'll be out in about 18.5 hours.
In a thread started by @rorie upon the game's announcement about two years ago, I'd said that
I'm tentatively excited for it. "Tentatively" only because of @brian_'s concern that a lot of the new team may just not fully understand what made the original game great, and/or will be pressured into shifting away from some of their successful but unconventional design decisions.
However, looking into some of the reviews, it appears that the fear that the DD2 team might not have understood the secret sauce of DD1 really isn't a concern. Dragon's Dogma 2 is apparently just as contrary in its design decisions as its predecessor (on this point, Tom Chick's satirical review of DD1 remains probably my favorite written video game review ever). This time around, the Kotaku review seems to sum the point up nicely:
I can’t believe Dragon’s Dogma 2 exists.
I can’t even believe the first Dragon’s Dogma exists. The game was already out of step with best practices for open-world RPG design when it released back in 2012, and its choices feel only more radical with age: oblique fast-travel mechanics, circuitous questlines that are almost as easy to fail as they are to miss entirely, staunch insistence on not allowing players direct control over the majority of their adventuring party. ...
Twelve years later, the existence of Dragon’s Dogma 2 provokes a simple question: can you make Dragon’s Dogma now? ... How do you “modernize” a design that, by its very nature, resists modern design?
In short, you don’t. My impression coming away from Dragon’s Dogma 2 is that, throughout the past decade of seismic triple-A releases, Itsuno has been holed up in an underground bunker somewhere, scrupulously taking notes–not on his contemporaries, but on Dragon’s Dogma. Dragon’s Dogma 2 is a game unburdened by any influence save that of its own predecessor; it is, on every level, a supremely confident melding of ideas; it contains at least a little bit of everything I’ve ever loved about video games.
It's a good piece, and I'd recommend reading the whole thing. The big takeaway is that, like its predecessor, DD2 makes a lot of backasswards design decisions as far as modern open-world RPGs are concerned, including no multiplayer, side-quests that will fail if not completed quickly enough, food that will spoil in your inventory, and the already-mentioned lack of fast travel. For some people all of that will just seem obnoxious (even for me the food spoiling thing seems a little much), but I really admired the heck out of that first game and the way that it really forged its own path, and I suspect that I will also end up liking this second game quite a bit (though I'm not sure how they could possibly top the mind-fuck of the first game's ending).
Too bad I simply have less and less time to play these big, time-consuming triple-A games. Persona 3 Reload came out in early February and I'm less than halfway through it, and I just don't know if I'll be able to find the time to sink as many hours into DD2 as I'd like to. But we'll see. At the very least I'm sure I won't be able to resist dipping my toes into the water tomorrow night and at least forming some first impressions. I've already got my characters created thanks to the character creator they released a little over a week ago (as with the first game, it's an impressive one).
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